Special resources for spaceships

What would you like to see in Freeciv? Do you have a good idea what should be improved or how?
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hajo
Posts: 5
Joined: Wed Jul 15, 2015 7:44 pm
Location: DE

Special resources for spaceships

Post by hajo »

I'm thinking about implementing the rules of cEvo as a ruleset.

One of the differences between civ1/civ2 and cEvo is that the three types of spaceship-parts
each need one special resource within the city-radius while building it.

At the start of the game, the tiles with these resources look alike,
and are revealed only after science is researched.
The map has exactly two tiles each of these resources, plus some dummys,
spread across the world (and mostly away from good city-sites).

Can this be done with the current modding capabilities ?
--HaJo
sveinung
Elite
Posts: 548
Joined: Wed Feb 20, 2013 4:50 pm

Re: Special resources for spaceships

Post by sveinung »

This information is for Freeciv trunk (3.0).
hajo wrote:One of the differences between civ1/civ2 and cEvo is that the three types of spaceship-parts
each need one special resource within the city-radius while building it.
A spaceship part is a special building. Constructing a building can require a resource or an extra in the city radius. Requirement type: "Extra" or "Resource". Range: "City".
hajo wrote:At the start of the game, the tiles with these resources look alike,
and are revealed only after science is researched.
The map has exactly two tiles each of these resources, plus some dummys,
spread across the world (and mostly away from good city-sites).
I think you can do it via Lua. Listen for the tech and create the resource as an Extra.
Some work has been done for non Lua Extra appearance. Only spreading extras are currently supported. Not sure what else is planned.
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